Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "func_passtime_no_ball_zone.h"
#include "passtime_convars.h"
#include "tf_player.h"
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CFuncPasstimeNoBallZone )
END_DATADESC()
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( func_passtime_no_ball_zone, CFuncPasstimeNoBallZone )
//-----------------------------------------------------------------------------
IMPLEMENT_AUTO_LIST( IFuncPasstimeNoBallZoneAutoList );
//-----------------------------------------------------------------------------
void CFuncPasstimeNoBallZone::Spawn()
{
AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS | SF_TRIGGER_ALLOW_PHYSICS );
BaseClass::Spawn();
InitTrigger();
SetNextThink( TICK_NEVER_THINK );
SetThink( NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Is a given point contained within a no ball zone?
//-----------------------------------------------------------------------------
bool EntityIsInNoBallZone( CBaseEntity *pTarget )
{
const auto &allNoBallZones = IFuncPasstimeNoBallZoneAutoList::AutoList();
for ( int i = 0; i < allNoBallZones.Count(); ++i )
{
CFuncPasstimeNoBallZone *pNoBallZone = static_cast< CFuncPasstimeNoBallZone* >( allNoBallZones[i] );
if ( pTarget && pNoBallZone->IsTouching(pTarget) )
{
return true;
}
}
return false;
}